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501 Commits over 546 Days - 0.04cph!

1 Hour Ago
fix missing shader referene
Yesterday
restore
Yesterday
merge from main
Yesterday
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
Yesterday
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
Yesterday
subsurface birp wrap
5 Days Ago
work around RT size mismatch in BiRP water wrapper
7 Days Ago
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
8 Days Ago
fix sky and clouds seam in water reflection probe
8 Days Ago
fix vclouds shader error on macos preventing them from showing up in water reflections
8 Days Ago
fix compile error
8 Days Ago
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
9 Days Ago
reduce biome fogging when looking through a camera
9 Days Ago
exclude renderers with negative scale from instancing and warn about them
10 Days Ago
fix EmissionToggle with indirect instancing
10 Days Ago
fix EmissionScaledByLight with indirect instancing
15 Days Ago
merge from wire_shader_pixel_scaling
15 Days Ago
merge from main
16 Days Ago
restore pixel radius based alpha feathering to hide wire aliasing
16 Days Ago
untabify
17 Days Ago
fix hair raycasting shadows in deferred
21 Days Ago
fix missing z-buffer when rendering forward opaques
22 Days Ago
don't need this anymore
22 Days Ago
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
22 Days Ago
further SSS
24 Days Ago
merge from main
36 Days Ago
re-apply craggy changes
36 Days Ago
post subsurface pass beginnings
36 Days Ago
bring over WaterCamera changes into RRP
36 Days Ago
merge from main
37 Days Ago
hoarded a bunch of changes: - refactored vclouds and vfog for multi camera support - vclouds and vfog ported to RRP with built-in wrappers - match sky dome pos to camera in RRP, including in scene view - scale sky dome to camera far plane in RRP - use CommandBufferManager.OnPreCommandBuffer hook to call OnBeginRendering() in built-in wrappers, fixes update happening after commands buffers were already filled - share TextureDescs between render graph and built-in wrapper render texture creation. Ensures consistent formats, etc - fix skybox rendering twice in scene view - fix water render graph issues on lower quality levels - fix destruction of water dynamics RTHandle
37 Days Ago
sync Rust.RenderPipeline
38 Days Ago
add CommandBufferManager.OnPreCommandBuffer hook
51 Days Ago
add tint from vcolor mode to FXVille Blood World Lighting
52 Days Ago
supply lightdir/color for water again, adjust texture formats
52 Days Ago
fix double-rendering atmosphere
52 Days Ago
sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag
52 Days Ago
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
53 Days Ago
stopgap water sky reflection until we have the water refl probe in RRP
53 Days Ago
fix occasional single-pixel ocean line in canyons
53 Days Ago
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
55 Days Ago
fix error spam in edit mode on island scenes
57 Days Ago
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
57 Days Ago
add underwater fog blending for tropical shores in deep sea
57 Days Ago
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
59 Days Ago
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
59 Days Ago
fix cloud weirdness when overriding weather state when playing back a demo
59 Days Ago
merge from main
60 Days Ago
vclouds: - cap full res image to 4k in either dimension (prevents GPU murder when taking high res screenshot, aspect ratio is maintained when scaling down) - don't reproject when taking a screenshot, render the full cloud image from scratch - respect time.timescale
60 Days Ago
add deep sea version for environment volume properties ocean overrides